Solved Trees Don't Trigger Claiming When Approached

zand3rs

Patron
Supporter
Hey bud.
has this been tested on carbon? i have 100 in config and none of the tree i test trigger.
Seems to be a conflict somehow. turn on vanish then it works..
 
Note that this only applies to vine-swinging trees found in the Jungle biome, also when the plugin loads the server console will display how many trees were made claimable for house building, just wait a few seconds as it scans the map
 
Do you see a message like this in the server console:
Code:
[Tree House] 62/67 trees marked claimable (100%)
Also make sure to disable vanish when approaching the trees
 
c.reload Treehouse
Unloaded plugin Tree House v1.0.0 by VisEntities
Loaded plugin Tree House v1.0.0 by VisEntities [21ms]
[Tree House] 455/455 trees marked claimable (100%).
 
Back
Top
Chat commands start with a /, while console commands can be entered directly in the F1 console or server console. Use find <keyword> in console to search for available commands related to the plugin. Parameters in < > are required, while [ ] are optional.
This plugin uses Oxide's permission system. Grant or revoke permissions using oxide.grant and oxide.revoke. You can assign them to individual players or groups using their Steam id or group name.
Settings are stored in the config file found under the config/ directory. You can edit this file manually, then reload the plugin to apply your changes.
Persistent data is saved in the data/ directory. This includes things like saved settings, usage stats, or player progress depending on the plugin. Deleting a data file will reset stored progress or customizations.
Language files are located in the lang/ folder. To translate messages, copy the en.json file into your target language folder (e.g. fr, de) and edit the values. Reload the plugin after changes to apply new messages.
This section lists public methods exposed by the plugin for use in other plugins. You can call these via the CallHook method. Ensure the plugin is loaded before calling its API to avoid null reference errors.
These are custom hooks that other plugins can listen for. Simply define a method with the same name and expected parameters in your plugin to handle the event. Hooks are triggered at key moments and are useful for extending or reacting to plugin behavior.
These hooks are injected into the game's code using Harmony. They let the plugin run code at key points in the game's internal logic. You can return values to block or modify behavior. Use with caution — these are powerful and can affect core mechanics.
Cart